The Lei Wulong Thread

I’m thinking along the same lines, partially because learning Lei as a main would probably make my brain explode again, and I’m just having too much fun with Juri/Cammy to drop them from my main team slot, lol.

My Team will sure be Chun Li/Lei!! Team Chinese Supercop FTW!!!

I Can feel so much trolling with Lei!! xD

I cannot wait to get my hands on Lei Wulong tomorrow. :3

First impression is that he is really fun to play.

His MK DP has invincibility so it is a reliable AA. Crane counters all crouching attacks, low or not. I’m yet to test standing lows.

In the corner, he seems to be able to do Dragon Stance MP xx f+2P (go to Tiger) -> 3P (wall bounces) -> cr.MP -> cr.HP xx DP w/ follow-up. Doesn’t do as much damage as his cr.HP xx HK Kick into BT stance juggle, but it’s fun regardless.

So is Lei difficult to use because of all his stances? I really want to use him, but if he is as difficult as xiao then idk :confused:

Sounds like if you like gen you will like lei.

I think there is almost always a better character or a better version of that character when it comes to SFXT vs the older games.

He’s going to be worse, but I have a feeling he’s going to be one of, if not the, best character(s) in the game.

Tiger palm requires 2P, not 3P. Screw the command list; I’ve been trying to do Tiger Sip from Play Dead -> Slide for 5 minutes, hating my own execution skill.

His LK -> LP from Panther stance might be the only link available in 5 animal stances.

He definitely feels more difficult to use than Xiaoyu. I’m not even sure if I can end up using every single one of his stances.

Most of his EX moves (except for qcf+P) have invincibility, but his qcf+K has a really short one and can get countered in the air for the juggle very easily. It is understandable as he can link his BT stance MK xx HK for launch after it.

I was a little intimidated by Lei to begin with, I sucked hard at Gen in SFIV, after completing all his challenges I tried some of the BnBs by FROG55JON and I really like him! His extended ground combos with Comet Kick are amazing and he’s really fun just to watch. He seems like the kind of character who you’ll just keep finding stuff with as time goes on, so many dimensions to him, unlike say… Rolento or Hugo.

Dude.

How the hell do you do Play Dead? I know you need Play Dead for Staggering Slide for Tiger Sip or whatever that move is in the trial but I couldn’t find it for the life of me.

Yo, All you have to do is go intro drunken master stance and then press the 3x punch button. That trial literally pissed me off for an hour. I think it’s glitched like some of the other trials.

You cannot do Tiger Sip from Staggering Slide. I think they made a mistake in the command list. (eg. Tiger Palm shown as 3P while only 2P is required, Tiger Sip from Staggering Slide, etc.)

Play Dead btw is the laying down stance (after tackle in Drunk or taking 3 Tiger Sips in a sequence)

EDIT: Panther’s LK can link to itself, LP and MP. I was able to connect up to 8 LKs on standing Akuma by just holding f and pressing LK :lol:

Tiger Palm automatically gives a wall bounce if the opponent reaches the corner.

Dragon stance HP, depending on the spacing, can hit twice against airborne opponents, only on CH. It can juggle into Tiger stance P or K.

Here are the list of normals in different stances that are classified as “crouching attacks” (Crane will auto-counter them, launcher will crush them, Lei will hit Kazuya with it during his wave dash, etc.)

BTW Crane cannot counter standing lows.

Back Turned: MP, HK
Drunk: none
Play Dead: Staggering Slide (Crane’s auto-counter will whiff)
Snake: All normals
Dragon: All normals & Special
Tiger: None (its K is classfieid as a standing attack even tho Lei leans low)
Panther: All punches
Crane: MP (Launcher will whiff unless it’s done VERY early; otherwise both will whiff or launcher will whiff and Crane MP will proceed to hit it)

Crane Stance MP has a really freaking weird invincibility. Usually it gets countered out by normals, some specials may whiff (Lei’s own MK/HK DP sometimes whiffs, sometimes hits), Lei’s launcher whiffs in most cases, Lei’s Alpha Counter whiffs for sure.

Crane Stance LP, HP, LK, HK crush crouching attacks, and Crane Stance MK crushes standing attacks.

My buddy and me found out some stance shuffeling stuff, dunno if its helpful but I´ll post it anyway:

  • Pretty fast shuffle: [in snake] f.mp>mp -down- [dragon] lk> -down- [crane] lk>mk>mp>lk -forward- [backturned] — Doesn´t combo (of course). The directions in the notation have to be held down a certain time to transition. This string frame traps okay-ish and may open up some mixup potential for him, I don´t know.

  • [Drunken] lk>mp>hk -back- [crane] lk>mk>mp>lk -forward- [backturned] — Doesn´t combo (of course). The first and the second strings travel forward a great distance and we used it as a situational footsie-tool (just input the strings a bit faster on whiff for it to work).

  • [Panther] mk, f.mp>whatever — Does combo! Short but cool. There is a short frame where mk in Panther puts you into neutral state. In this state, you can do the f.mp chain with different stance transitions. I wasn´t able to connect the chain further than f.mp>f.lp>f.mp and only could cancel it into snake and (Dragon or Tiger, not sure what the second was). Seems like capcom didn´t want to loop Panther into itself and thus didn´t allow us to transition into it again after the third part of the tekken chain. EDIT: This one is probably the chain available in Panther stance: MK xx MP xx LP xx MP xx LK or MK ~ Correction by “Street11”

I really don´t know if this helps at all, but I think changing stances on the fly will be an important part of Lei´s game. All these transition normals aren´t documented in the movelist so there will be more of them probably. Also, I remembered some of the tekken strings out of my mind so they could be a bit off. Tell me where I´m wrong and I´ll edit the mistakes.

I’m liking Lei a lot, but GOD is he gonna require some serious lab work to take full advantage of how much he’s got.

Here’s what’s been working pretty well for me.

  • Far st.mk is a great poke to buffer into launch chain when they’re throwing out limbs trying to keep you out. I use st.mk xx st.hp cause it’s safer.
  • Like said, mk.dp is a GREAT anti-air. I almost never get stuffed/trade with it
  • His razor rush, like in Tekken is real good for pressure not just to cancel into stances, but you can delay them all to counterhit and keep people on their toes. This imo is necessary to let people give you the respect to go into stances to mixup.
  • His palm attacks, particularily medium, are great for frametrapping. Medium is the best becomes it comes out quickly enough to combo from a cr.hp, as a shorter gap for them to press buttons and obviously leads to a good followup combo afterwards. When you get people scared with these, CADC forward and throw or mixup.
  • His little flip kicks (qcf+k) work well as pseudo rekkas. Once I do it a few times where i’ll do two or three (risky of course) i’ll do one, stop and throw when they’re afraid.
  • Great damage which I think people have already capitalized on.

I think I’ll make a combo thread soon, put some of the ones we know in, try to make my own, situational ones like off a tag in or alpha counter, etc. Probably in our best interest to collaborate on this guy since he has so much to work with.

This one is probably the chain available in Panther stance: MK xx MP xx LP xx MP xx LK or MK

It seems like all of his attacks add 1 juggle point, and all of his light attacks have juggle potential (JP) of 2, all medium JP of 3, and all heavy JP of 4, except for some chains (his LP after f+MP, which looks exactly like his st.MP, has a JP of 3 & his LP at the end of the BT stance chain HP xx MP xx LK xx LP has a JP of 3).

His Tiger Stance has different hit effect on the strength of a button, but there is also a difference in JP. LP/LK has 2, MP/MK has 3, HP/HK has 4. Looks like there is absolutely no reason to use anything other than HP/HK, except when you want to make alpha counter more difficult (less hitstop/block freezing frames on weaker versions)

His Tiger Palm has JP of 4, adds juggle point by 1. All versions of his DP have JP of 4.

His f+MP has JP of 4, the LP follow-up has 3, the MP following that has 4, and the LP afterwards has 3.

His uf+K in crane stance has JP of 4, and each hit adds 1 juggle point.

His f+2P in dragon stance has JP of 4, and adds 1 juggle point on hit.

All versions of his qcb+K’s 1st hit has a JP of at least 5, the 2nd hit at least 6, and the 3rd the JP of 6.

It seems like qcf+K cannot juggle further after hitting with the 1st one.

Awesome info guys, lei is a beast on a grounded tag in, and better than most on the juggle! But man I can see lei getting jabbed out of a lot of his setups :frowning:

Also for a tag in corner juggle I’ve noticed you can: tag in > back turn > mk >hk > cr.mp > dp

This same combo can be used in the corner after doing the crane stance chain, joystick must be neutral to give back stance after chain ( in crane stance > lk > mk > mp > lk (wait) mk>hk> (wait) cr.mp>DP)

Does around 329 with HK DP and no gems

Too lazy to look but someone on here said the Double Tiger Palm in Tiger Stance will automatically cause a wall bounce when close to a wall? All I get a an opponent in a crumple state. :confused: